OpenSceneGraph/src/osgFX/Outline.cpp
Robert Osfield 7a6a226ddd From Todd Furlong, "I made a couple of changes to the osgFX::Outline class (SVN patch attached). I had a couple of issues with it that I was trying to resolve:
1. When an outline object was occluded by another object, the backfacing wireframe was exposed.  To fix that, I removed the disabling of GL_DEPTH_TEST.

2. In some cases, the outline color was the same color as the geometry being drawn instead of the specified color.  I'm not sure I have completely fixed this issue, but I did make some changes to match up to how we do a scribe effect."
2010-09-15 10:50:24 +00:00

200 lines
6.0 KiB
C++

// -*-c++-*-
/*
* OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
/*
* osgFX::Outline - Copyright (C) 2004,2009 Ulrich Hertlein
*/
#include <osgFX/Outline>
#include <osgFX/Registry>
#include <osg/Group>
#include <osg/Stencil>
#include <osg/CullFace>
#include <osg/PolygonMode>
#include <osg/LineWidth>
#include <osg/Material>
#include <osg/Texture1D>
namespace
{
const unsigned int Override_On = osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE;
const unsigned int Override_Off = osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE;
}
namespace osgFX
{
/// Register prototype.
Registry::Proxy proxy(new Outline);
/**
* Outline technique.
*/
class Outline::OutlineTechnique : public Technique
{
public:
/// Constructor.
OutlineTechnique() : Technique(),
_lineWidth(), _width(2),
_material(), _color(1,1,1,1) {
}
/// Validate.
bool validate(osg::State&) const {
return true;
}
/// Set outline width.
void setWidth(float w) {
_width = w;
if (_lineWidth.valid()) {
_lineWidth->setWidth(w);
}
}
/// Set outline color.
void setColor(const osg::Vec4& color) {
_color = color;
if (_material.valid()) {
const osg::Material::Face face = osg::Material::FRONT_AND_BACK;
_material->setAmbient(face, osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
_material->setDiffuse(face, osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
_material->setSpecular(face, osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
_material->setEmission(face, color);
}
}
protected:
/// Define render passes.
void define_passes() {
/*
* draw
* - set stencil buffer to ref=1 where draw occurs
* - clear stencil buffer to 0 where test fails
*/
{
osg::StateSet* state = new osg::StateSet;
// stencil op
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS, 1, ~0u);
stencil->setOperation(osg::Stencil::KEEP,
osg::Stencil::KEEP,
osg::Stencil::REPLACE);
state->setAttributeAndModes(stencil, Override_On);
addPass(state);
}
/*
* post-draw
* - only draw where draw didn't set the stencil buffer
* - draw only back-facing polygons
* - draw back-facing polys as lines
* - disable depth-test, lighting & texture
*/
{
osg::StateSet* state = new osg::StateSet;
// stencil op
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::NOTEQUAL, 1, ~0u);
stencil->setOperation(osg::Stencil::KEEP,
osg::Stencil::KEEP,
osg::Stencil::REPLACE);
state->setAttributeAndModes(stencil, Override_On);
// cull front-facing polys
osg::CullFace* cullFace = new osg::CullFace;
cullFace->setMode(osg::CullFace::FRONT);
state->setAttributeAndModes(cullFace, Override_On);
// draw back-facing polygon lines
osg::PolygonMode* polyMode = new osg::PolygonMode;
polyMode->setMode(osg::PolygonMode::BACK, osg::PolygonMode::LINE);
state->setAttributeAndModes(polyMode, Override_On);
// outline width
_lineWidth = new osg::LineWidth;
setWidth(_width);
state->setAttributeAndModes(_lineWidth.get(), Override_On);
// outline color/material
_material = new osg::Material;
_material->setColorMode(osg::Material::OFF);
setColor(_color);
state->setAttributeAndModes(_material.get(), Override_On);
// disable modes
state->setMode(GL_BLEND, Override_Off);
//state->setMode(GL_DEPTH_TEST, Override_Off);
state->setTextureMode(0, GL_TEXTURE_1D, Override_Off);
state->setTextureMode(0, GL_TEXTURE_2D, Override_Off);
state->setTextureMode(0, GL_TEXTURE_3D, Override_Off);
addPass(state);
}
}
private:
/// Outline width.
osg::ref_ptr<osg::LineWidth> _lineWidth;
float _width;
/// Outline Material.
osg::ref_ptr<osg::Material> _material;
osg::Vec4 _color;
};
/**
* Outline effect.
*/
Outline::Outline() : Effect(), _width(2), _color(1,1,1,1), _technique(0)
{
}
void Outline::setWidth(float w)
{
_width = w;
if (_technique) {
_technique->setWidth(w);
}
}
void Outline::setColor(const osg::Vec4& color)
{
_color = color;
if (_technique) {
_technique->setColor(color);
}
}
bool Outline::define_techniques()
{
_technique = new OutlineTechnique;
addTechnique(_technique);
setWidth(_width);
setColor(_color);
return true;
}
}